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Saga Edition RPG Omnibus

Survival Gear: Difference between revisions

(Created page with "{{equipmentmenu}} <div style="padding-top: 1.5em;"> <p class="single">Whether you’re exploring the Dune Sea of Tatooine (location) or scaling the volcanic mountains of Mustafar (location), you need the right equipment to survive. The most important considerations are food, water, shelter, and a way to signal for help. On many worlds, a lack of survival gear leads to a quick death.</p> {| class="wikitable" style="width: 40%; float: right; margin-left: 0.5...")
 
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{{genericitem|name=All-Temperature Cloak|id=cloak|book=Saga Edition Core Rulebook|page=138|cost=100|weight=1.5 kg|text=This wrap-around cloak protects its wearer from the elements, providing a &#43;5 equipment bonus to its wearer&rsquo;s [[Fortitude&nbsp;Defense]] against [[Hazard&colon;_Extreme_Temperatures|extreme heat or cold]].}}
{{genericitem|name=All-Temperature Cloak|id=cloak|book=Saga Edition Core Rulebook|page=138|cost=100|weight=1.5 kg|text=This wrap-around cloak protects its wearer from the elements, providing a &#43;5 equipment bonus to its wearer&rsquo;s [[Fortitude&nbsp;Defense]] against [[Hazard&colon;_Extreme_Temperatures|extreme heat or cold]].}}


{{genericitem|name=Camouflage Netting|id=heavycamonet|book=Clone Wars Campaign Guide|page=65|cost=6,000|weight=40 kg|text=<ref name="duplicatelisting" />Any camouflage netting found on the market is one of two kinds&#58; powered and unpowered. Both kinds, when draped over one  or more objects within a 6-square-by-6-square area, bestow a &#43;5 bonus to all [[Stealth]] checks while under the netting, and offer partial [[concealment]].{{newline}}Integrated into the netting of the powered version are overlapping sensor baffle scales that emulate the emission patterns of the surrounding terrain&mdash;including light emissions. Thus, powered camouflage netting grants an additional &#43;5 bonus to all Stealth checks while under the netting. The netting is carried in a small backpack and takes a [[full-round&nbsp;action]] and two people to deploy it.}}
{{genericitem|name=Camouflage Netting|id=heavycamonet|book=Clone Wars Campaign Guide|page=65|cost=6,000|weight=40 kg|text=<ref name="duplicatelisting" />Any camouflage netting found on the market is one of two kinds&colon; powered and unpowered. Both kinds, when draped over one  or more objects within a 6-square-by-6-square area, bestow a &#43;5 bonus to all [[Stealth]] checks while under the netting, and offer partial [[concealment]].{{newline}}Integrated into the netting of the powered version are overlapping sensor baffle scales that emulate the emission patterns of the surrounding terrain&mdash;including light emissions. Thus, powered camouflage netting grants an additional &#43;5 bonus to all Stealth checks while under the netting. The netting is carried in a small backpack and takes a [[full-round&nbsp;action]] and two people to deploy it.}}


{{genericitem|name=Camouflage Netting|id=lightcamonet|book=Galaxy at War|page=46|cost=2,000|weight=5 kg|text=<ref name="duplicatelisting" />This advanced netting uses the same technology as the camouflage poncho describer below. Incorporting both light-bending technology and metallic jammers, it conceals objects from both visual and electronic scanning.{{newline}}Camouflage netting comes in a small backpack. Two characters must each spend a full-round action to deploy the netting, or a single character can deploy it in 1 minute. Once deployed, the camouflage netting is powered by an internal power cell, which has enough power to last for one month, or the netting can be connected to an external power source. Camouflage netting provides a &#43;5 equipment bonus to Stealth checks, including Stealth checks against sensors, for an object of Huge size or smaller.}}
{{genericitem|name=Camouflage Netting|id=lightcamonet|book=Galaxy at War|page=46|cost=2,000|weight=5 kg|text=<ref name="duplicatelisting" />This advanced netting uses the same technology as the camouflage poncho describer below. Incorporting both light-bending technology and metallic jammers, it conceals objects from both visual and electronic scanning.{{newline}}Camouflage netting comes in a small backpack. Two characters must each spend a full-round action to deploy the netting, or a single character can deploy it in 1 minute. Once deployed, the camouflage netting is powered by an internal power cell, which has enough power to last for one month, or the netting can be connected to an external power source. Camouflage netting provides a &#43;5 equipment bonus to Stealth checks, including Stealth checks against sensors, for an object of Huge size or smaller.}}
Line 158: Line 158:
{{genericitem|name=Liquid Cable Dispenser|id=liquidcable|book=Saga Edition Core Rulebook|page=138|cost=10|weight=0.2 kg|text=Cable dispensers contain a special liquid that instantly solidifies upon contact with either atmosphere or vaccum to form a tough, lightweight, flexible cable. The dispenser containd enough liquid for 15 meters (10 squares) of cable and is refillable at authorized outlets. The cable has Strength 28 and can safely support up to 560 kg, and it can be broken with a DC 24 Strength check.}}
{{genericitem|name=Liquid Cable Dispenser|id=liquidcable|book=Saga Edition Core Rulebook|page=138|cost=10|weight=0.2 kg|text=Cable dispensers contain a special liquid that instantly solidifies upon contact with either atmosphere or vaccum to form a tough, lightweight, flexible cable. The dispenser containd enough liquid for 15 meters (10 squares) of cable and is refillable at authorized outlets. The cable has Strength 28 and can safely support up to 560 kg, and it can be broken with a DC 24 Strength check.}}


{{genericitem|name=Personal Field Shelter|id=personalshelter|book=Galaxy at War|page=47|cost=500|weight=1.5 kg|text=The personal field shelter allows soldiers to have protection from the weather without having to carry a huge amount of weight. When activated, this small package expands to create a small, narrow tent large enough to hold a single Medium character. As long as the character remains sealed inside, the portable shelter provides a &#43;10 equipment bonus to the user&rsquo;s Fortitude Defense against [[Hazard&#58;_Extreme_Temperatures|extreme heat or cold]]. For one hour, the personal field shlter can also provide a breatable atmosphere, protecting against inhaled ppisons, including poison atmospheres. Special filaments on the exterior of the field shlter help it blend with surroundings, granting a &#43;2 equipment bonus to Stealth checks.}}
{{genericitem|name=Personal Field Shelter|id=personalshelter|book=Galaxy at War|page=47|cost=500|weight=1.5 kg|text=The personal field shelter allows soldiers to have protection from the weather without having to carry a huge amount of weight. When activated, this small package expands to create a small, narrow tent large enough to hold a single Medium character. As long as the character remains sealed inside, the portable shelter provides a &#43;10 equipment bonus to the user&rsquo;s Fortitude Defense against [[Hazard&colon;_Extreme_Temperatures|extreme heat or cold]]. For one hour, the personal field shlter can also provide a breatable atmosphere, protecting against inhaled ppisons, including poison atmospheres. Special filaments on the exterior of the field shlter help it blend with surroundings, granting a &#43;2 equipment bonus to Stealth checks.}}


{{genericitem|name=Plasma Bridge|id=plasmabridge|book=Galaxy at War|page=47|cost=12,500|weight=700 kg|text=A plasma bridge is projected from a single plasma generator, creating a surface 6 squares wide and up to 120 squares long. It can be used to bridge gaps or bypass terrain [[hazards]] (such as bodies of water or [[Hazard&#58;_Acid|acid pools]]). The plasma bridge must be hooked up to a power generator in order to function. If an active plasma bridge is deactivated, or if its power generator is destroyed or disconnected, the plasma bridge generator stores enough energy to power the bridge for 2 rounds. After 2 rounds, if the plasma bridge is not reactivated or reconnected to a power generator, the bridge vanishes, and any character or anything on the bridge falls.}}
{{genericitem|name=Plasma Bridge|id=plasmabridge|book=Galaxy at War|page=47|cost=12,500|weight=700 kg|text=A plasma bridge is projected from a single plasma generator, creating a surface 6 squares wide and up to 120 squares long. It can be used to bridge gaps or bypass terrain [[hazards]] (such as bodies of water or [[Hazard&colon;_Acid|acid pools]]). The plasma bridge must be hooked up to a power generator in order to function. If an active plasma bridge is deactivated, or if its power generator is destroyed or disconnected, the plasma bridge generator stores enough energy to power the bridge for 2 rounds. After 2 rounds, if the plasma bridge is not reactivated or reconnected to a power generator, the bridge vanishes, and any character or anything on the bridge falls.}}


{{genericitem|name=Plastent|id=plastent|book=Unknown Regions|page=41|cost=300|weight=2.7 kg|text=A plastent is a prefabricated high-grade polymer shelter that can be easily transported from place to place. Fully inflated, a plastent forms a triangular structure about 2 meters tall, providing enough room for four beings of Medium size. The temporary structure is light enough to be moved easily and sturdy enough to withstand most weather cond itions. In addition to providing shelter, the plastent can have small pieces of equipment, such as a sensor array, mounted onto it. Most models come equipped with an inflation unit that can fully inflate the plastent within a few minutes.}}
{{genericitem|name=Plastent|id=plastent|book=Unknown Regions|page=41|cost=300|weight=2.7 kg|text=A plastent is a prefabricated high-grade polymer shelter that can be easily transported from place to place. Fully inflated, a plastent forms a triangular structure about 2 meters tall, providing enough room for four beings of Medium size. The temporary structure is light enough to be moved easily and sturdy enough to withstand most weather cond itions. In addition to providing shelter, the plastent can have small pieces of equipment, such as a sensor array, mounted onto it. Most models come equipped with an inflation unit that can fully inflate the plastent within a few minutes.}}
Line 171: Line 171:


{{genericitem|name=Saddle, Riding|id=ridingsaddle|book=Unknown Regions|page=41|cost=125|weight=4 kg|text=Although the styles vary from one corner of the galaxy to another, the basic
{{genericitem|name=Saddle, Riding|id=ridingsaddle|book=Unknown Regions|page=41|cost=125|weight=4 kg|text=Although the styles vary from one corner of the galaxy to another, the basic
function of a riding saddle remains unchanged&#58; to provide a rider with a supportive structure that is fastened to a mount and that often incorporates a means of directing the creature. Saddles must be made to conform to the type of creature for which they are used. Most vendors who sell riding mounts include the cost of a riding saddle with the purchase of the creature.}}
function of a riding saddle remains unchanged&colon; to provide a rider with a supportive structure that is fastened to a mount and that often incorporates a means of directing the creature. Saddles must be made to conform to the type of creature for which they are used. Most vendors who sell riding mounts include the cost of a riding saddle with the purchase of the creature.}}


{{genericitem|name=Saddle, War|id=warsaddle|book=Unknown Regions|page=41|cost=250|weight=6 kg|text=A variant of the standard riding saddle is the war saddle, which offers a sturdier platform for the rider, reducing the chances of being knocked off the mount and better enabling the rider to guide the beast in combat while still fighting effectively. Use of a war saddle on a mount provides the rider a &#43;2 equipment bonus to Ride checks made to control the mount in battle, to guide the mount with his or her knees, and to stay in the saddle.}}
{{genericitem|name=Saddle, War|id=warsaddle|book=Unknown Regions|page=41|cost=250|weight=6 kg|text=A variant of the standard riding saddle is the war saddle, which offers a sturdier platform for the rider, reducing the chances of being knocked off the mount and better enabling the rider to guide the beast in combat while still fighting effectively. Use of a war saddle on a mount provides the rider a &#43;2 equipment bonus to Ride checks made to control the mount in battle, to guide the mount with his or her knees, and to stay in the saddle.}}

Revision as of 23:01, 15 March 2024

Whether you’re exploring the Dune Sea of Tatooine or scaling the volcanic mountains of Mustafar, you need the right equipment to survive. The most important considerations are food, water, shelter, and a way to signal for help. On many worlds, a lack of survival gear leads to a quick death.

Survival Gear Cost Weight
ABC Scrambler 3,000 3 kg
All-Temperature Cloak 100 1.5 kg
Camouflage Netting[1] 6,000 40 kg
Camouflage Netting[1] 2,000 5 kg
Camouflage Poncho 125 1.5 kg
Chain (3 meters) 25 2.5 kg
Climbing Harness 45 0.7 kg
Cortosis Gauntlet 1,500 1 kg
Field Food Processor 1,500 4 kg
Field Kit 1,000 10 kg
Fire Paste 15 0.1 kg
Fire Rod 25 0.1 kg
Holoshroud (deprectated) 25,000 0.5 kg
Jet Pack 300 30 kg
Jet Pack, Hush-About 3,750 30 kg
Liquid Cable Dispenser
(15 meters)
10 0.2 kg
Personal Field Shelter 500 1.5 kg
Plasma Bridge 12,500 700 kg
Plastent (unknown 41) 300 2.7 kg
Ration Pack 5 0.1 kg
Repulsor Boots 200 2 kg
Repulsor Hitch 100 3 kg
Saddle, Riding 125 4 kg
Saddle, War 250 6 kg
Sith Battle Harness 5,000 90 kg
Subsonic Field Emitter 120 0.2 kg
Synthrope (45 meters) 20 2.5 kg
Vacuum Survival Patch 800 1 kg
Water Extractor 400 3.2 kg

ABC Scrambler

     Scum and Villainy, page 52.

     Cost: 3,000     Weight: 3 kg     

This device is used to ward off missile attacks. Commonly used by bounty hunters against other bounty hunters, the ABC scrambler is worn on the belt or attached to a suit of armor and emits false audio, biological, and chemical signals to confuse missile guidance systems. A character with an ABC scrambler gains a +5 deflection bonus to Reflex Defense against grenade launchers and missile launchers.

All-Temperature Cloak

     Saga Edition Core Rulebook, page 138.

     Cost: 100     Weight: 1.5 kg     

This wrap-around cloak protects its wearer from the elements, providing a +5 equipment bonus to its wearer’s Fortitude Defense against extreme heat or cold.

Camouflage Netting

     Clone Wars Campaign Guide, page 65.

     Cost: 6,000     Weight: 40 kg     

[1]Any camouflage netting found on the market is one of two kinds: powered and unpowered. Both kinds, when draped over one or more objects within a 6-square-by-6-square area, bestow a +5 bonus to all Stealth checks while under the netting, and offer partial concealment.
     Integrated into the netting of the powered version are overlapping sensor baffle scales that emulate the emission patterns of the surrounding terrain—including light emissions. Thus, powered camouflage netting grants an additional +5 bonus to all Stealth checks while under the netting. The netting is carried in a small backpack and takes a full-round action and two people to deploy it.

Camouflage Netting

     Galaxy at War, page 46.

     Cost: 2,000     Weight: 5 kg     

[1]This advanced netting uses the same technology as the camouflage poncho describer below. Incorporting both light-bending technology and metallic jammers, it conceals objects from both visual and electronic scanning.
     Camouflage netting comes in a small backpack. Two characters must each spend a full-round action to deploy the netting, or a single character can deploy it in 1 minute. Once deployed, the camouflage netting is powered by an internal power cell, which has enough power to last for one month, or the netting can be connected to an external power source. Camouflage netting provides a +5 equipment bonus to Stealth checks, including Stealth checks against sensors, for an object of Huge size or smaller.

Camouflage Poncho

     Galaxy at War, page 46.

     Cost: 125     Weight: 1.5 kg     

The camouflage poncho is worn over armor to conceal the wearer from being spotted. Special materials track the surrounding area and alter the pattern of the camouflage poncho, smoothing and blending the wearer’s silhouette. Typical examples incluide the Aylixe&347;Krongbing Textiles camouflage poncho. A camouflage poncho grants a +5 equipment bonus to Stealth checks.

Chain

     Saga Edition Core Rulebook, page 138.

     Cost: 25     Weight: 2.5 kg     

This 3-meter (2-square) length of chain has damage reduction 10 and 5 hit points. It has Strength 44 and can safely support or 5 metric tons of weight, and it can be broken with a DC 32 Strength check.

Climbing Harness

     Unknown Regions, page 40.

     Cost: 45     Weight: 0.7 kg     

Providing a measure of safety for a wide array of climbing activities, the climbing harness secures the wearer to a climb line, reducing the chances of falling by providing several attachment points for anchor lines, as well as additional options for securing equipment. A character using a climbing harness when making a Climb check falls only when he or she fails the check by 10 or more.

Cortosis Gauntlet

     Threats of the Galaxy, page 45.

     Cost: 1,500     Weight: 1 kg     

All Imperial Knights wear specially designed gauntlets made of cortosis weave that protects them from the normally lethal lightsaber blades. If the wearer readies an action to block a lightsaber attack, the wearer can make an opposed unarmed melee attack roll against the attack roll of the lightsaber attack. If the wearer of the cortosis gauntlet is successful, the lightsaber deactivates and may not be reactivated for 2 minutes. The attack still deals normal damage before the lgihtsaber is deactivated.
     If the wearer of a cortosis gauntlet is the target of the Severing Strike talent, the attacker can chose to sever the limb where the cortosis gauntlet is worn without having their lightsaber deactivated.

Field Food Processor

     Galaxy at War, page 46.

     Cost: 1,500     Weight: 4 kg     

The field food processor is used by soldiers and explorers to provide sustenance from local flora and fauna and is a critical survival tool when other food stores have been exhausted. Up to three pounds of plants, meat, or fungus can be placed inside the field food processor. One minute later, the processor exudes a grat paste that is extremely bland in taste, but is both edible and nutritious—enough to provide a single Medium character with a day’s worth of food. The field food processor can be programmed to make appropriate food substances for up to ten different spiecies. In addition, the field food processor gives a +10 equipment bonus to Fortitude checks against any poison, toxin, or radiation that might have been in the initial ingredients.
     A field food processor requires an energy cell, which lasts for one year before needing to be replaced.

Field Kit

     Saga Edition Core Rulebook, page 138.

     Cost: 1,000     Weight: 10 kg     

Essentially a backpack full of survival gear, the typical field kit contains two condensing canteens with built-in water purification systems, a sunshield roll, a week’s worth of food rations, two glow rods, two breath masks, 24 filters, 12 atmosphere canisters, and an all-temperature cloak (see above). You need a field kit to make a Survival check to endure extreme temepratures.

Fire Paste

     Unknown Regions, page 40.

     Cost: 15     Weight: 0.1 kg     

Fire paste is a thick beige substance that can act as a fuel for starting a fire. The paste, once squeezed from its tube, can be placed on virtually any surface, including ice and wet wood. With a single spark, the paste ignites, burning for 3d4 minutes. If applied to a living creature or an object, the burning paste causes ld6 points of damage as long as it burns and remains in contact with the creature or object. A single squeeze tube contains 5 applications of fire paste.

Fire Rod

     Unknown Regions, page 40.

     Cost: 25     Weight: 0.1     

When a fire is needed and nothing is around to create a one, many people turn to a fire rod&mdas;a lO-cm hollow plastic tube that has two chambers, each filled with a chemical that is inert on its own. When the two chemicals are mixed, they combine to become a highly volatile substance that ignites within seconds. A fire rod burns for 2dB minutes without any additional fuel. Adding wood or other combustible material keeps the fire burning longer.

Holoshroud (deprecated)

     Force Unleashed Campaign Guide, page 101.

     Cost: 25,000     Weight: 0.5 kg     

Deprecated: see Holoshroud under Armor Upgrade A holoshroud ia an advanced form of holoprohector that places a stored holographic image of a creature over the form of the creature wearing the holoshroud. This creates a nearly perfect visual illusion that moves, acts, and reacts with the wearer. A typical model is the Corellidyne CQ-3.9x Holographic Image Disguiser, though it’s far from the only holoshroud on the market. The CQ-3.9x is able to store a single holographic image to disguise the wearer, though it can be changed if the user has access to other holographic images and makes a DC 15 Use Computer check.
     Using a holoshroud gives you a +10 equipment bonus on Deception checks made to prduce a deceptive appearance that matches the holographic image within the holoshroud. Creating or removing the deceptive appearance is a swift action (to turn the holoshroud on or off), which is not considered a rushed deception and does not take a −10 penalty fore lacking the proper time.

Jet Pack

     Saga Edition Core Rulebook, page 138.

     Cost: 300     Weight: 30 kg     

A jet pack is a propulsion system that a character can strap on, allowing flight over short distances. Arm and wrist controls are employed for maneuvering. Activating a jet pack is a swift action, and you gain a fly speed of 6 squares until the end of your turn. A jet pack has 10 charges and cna be run coninuously; no swift action is required to activate the jet pack on subsequent rounds of use.
     Routine maneuers do not require a Pilot check, but you must make a DC 20 Pilot check if you land after moving more than 12 squares during the same turn; on a failure, you fall prone. A jet pack can lift up to 180 kg while flying. Replacement fuel cells cost 100 credits.

Jet Pack, Hush-About

     Force Unleashed Campaign Guide, page 101.

     Cost: 3,750     Weight: 30kg     

A light jetpack that is engineered to produce little or no nois, Arakyd’s Hush-About personal jetpack is often used by covert enemies of the Empire who are engaged in sabotage and espionage missions. A Hush-About jetpack uses a small jet engine that produces little noise beyond a high-picthed whine, meaning that the wearer takes no penalty on Stealth checks because of speed when using the jetpack (allowing the wearer to double move or take the run action while flying the jet pack with no penalty on Stealth checks). A Hus-About personal jetpack functions in all other ways like a normal jetpack, though each fuel cell for the jetpack carries only 6 charges instead of the normal 10. Replacement fuel cells cost 100 credits.

Liquid Cable Dispenser

     Saga Edition Core Rulebook, page 138.

     Cost: 10     Weight: 0.2 kg     

Cable dispensers contain a special liquid that instantly solidifies upon contact with either atmosphere or vaccum to form a tough, lightweight, flexible cable. The dispenser containd enough liquid for 15 meters (10 squares) of cable and is refillable at authorized outlets. The cable has Strength 28 and can safely support up to 560 kg, and it can be broken with a DC 24 Strength check.

Personal Field Shelter

     Galaxy at War, page 47.

     Cost: 500     Weight: 1.5 kg     

The personal field shelter allows soldiers to have protection from the weather without having to carry a huge amount of weight. When activated, this small package expands to create a small, narrow tent large enough to hold a single Medium character. As long as the character remains sealed inside, the portable shelter provides a +10 equipment bonus to the user’s Fortitude Defense against extreme heat or cold. For one hour, the personal field shlter can also provide a breatable atmosphere, protecting against inhaled ppisons, including poison atmospheres. Special filaments on the exterior of the field shlter help it blend with surroundings, granting a +2 equipment bonus to Stealth checks.

Plasma Bridge

     Galaxy at War, page 47.

     Cost: 12,500     Weight: 700 kg     

A plasma bridge is projected from a single plasma generator, creating a surface 6 squares wide and up to 120 squares long. It can be used to bridge gaps or bypass terrain hazards (such as bodies of water or acid pools). The plasma bridge must be hooked up to a power generator in order to function. If an active plasma bridge is deactivated, or if its power generator is destroyed or disconnected, the plasma bridge generator stores enough energy to power the bridge for 2 rounds. After 2 rounds, if the plasma bridge is not reactivated or reconnected to a power generator, the bridge vanishes, and any character or anything on the bridge falls.

Plastent

     Unknown Regions, page 41.

     Cost: 300     Weight: 2.7 kg     

A plastent is a prefabricated high-grade polymer shelter that can be easily transported from place to place. Fully inflated, a plastent forms a triangular structure about 2 meters tall, providing enough room for four beings of Medium size. The temporary structure is light enough to be moved easily and sturdy enough to withstand most weather cond itions. In addition to providing shelter, the plastent can have small pieces of equipment, such as a sensor array, mounted onto it. Most models come equipped with an inflation unit that can fully inflate the plastent within a few minutes.

Ration Pack

     Saga Edition Core Rulebook, page 138.

     Cost: 5     Weight: 0.1 kg     

Ration packs are compact meals that take up little room (you can fit six in a pouch desinged to carry a datapad) but have all the requirements to nourish a person for one day. Each ration pack is geared for a range of species. The food isn’t appetizing, and it doesn’t include water, but it does prevent malnutrition.

Repulsor Boots

     Unknown Regions, page 41.

     Cost: 200     Weight: 2 kg     

This footwear allows the wearer to float a short distance above the ground. Repulsor boots use a tiny repulsorlift unit in the sole of each boot to elevate the wearer up to 0.5 meters above the ground. With careful manipulation and positioning of one’s feet, the boots can be used to move, but users cannot exceed a movement rate of 2 squares per round with this method. Although they are not an optimal method of travel, repulsor boots are a great aid in climbing, granting the wearer a +10 equipment bonus to Climb checks.

Repulsor Hitch

     Unknown Regions, page 41.

     Cost: 100     Weight: 3 kg     

When a large or heavy object needs to be moved and a speeder is not available, a repulsor hitch can be used instead. The hitch is a small repulsorlift encased in a durasteel shell that can be attached to a cable or another extension. When activated, a repulsor hitch can lift items weighing up to 200 kg, enabling them to be moved. Explorers find that the hitch is especially useful for transporting large creatures. Objects weighing more than 200 kg are not affected by the hitch, since the repulsor field is not strong enough to lift the entire mass. Some droid models, such as the MULE droid, are designed to allow a hitch to be attached to their chassis, allowing the droids to move heavy objects.

Saddle, Riding

     Unknown Regions, page 41.

     Cost: 125     Weight: 4 kg     

Although the styles vary from one corner of the galaxy to another, the basic function of a riding saddle remains unchanged: to provide a rider with a supportive structure that is fastened to a mount and that often incorporates a means of directing the creature. Saddles must be made to conform to the type of creature for which they are used. Most vendors who sell riding mounts include the cost of a riding saddle with the purchase of the creature.

Saddle, War

     Unknown Regions, page 41.

     Cost: 250     Weight: 6 kg     

A variant of the standard riding saddle is the war saddle, which offers a sturdier platform for the rider, reducing the chances of being knocked off the mount and better enabling the rider to guide the beast in combat while still fighting effectively. Use of a war saddle on a mount provides the rider a +2 equipment bonus to Ride checks made to control the mount in battle, to guide the mount with his or her knees, and to stay in the saddle.

Sith Battle Harness

     Jedi Academy Training Manual, page 64.

     Cost: 5,000     Weight: 90 kg     

When riding large beasts such as Sith warbirds, the Sith frequently use special battle harnesses, turning the beasts into mobile weapon platforms. The harness features a cockpit that provides the rider improved cover, and the special reins grant a +2 equipment bonus on ride checks. In addition, the mount gains a +4 equipment bonus to its Reflex Defense and its Fortitude Defense. The Sith battle harness also has a built-in blasster cannon, powered by an onboard fusion generator providing unlimited ammunition.

Subsonic Field Emitter

     Unknown Regions, page 42.

     Cost: 120     Weight: 0.2 kg     

More of a convenience than a necessity for wilderness scouts, the subsonic field emitter generates a subsonic pulse attuned to the nervous systems of nonsentient insects and other vermin, discouraging them from entering the emitter’s 6-meter broadcast radius and allowing beings with in the radius to relax without being disturbed by natural pests. Tiny or smaller creatures with an Intelligence of 2 or less cannot willfully enter the radius of a subsonic emitter.

Syntherope

     Saga Edition Core Rulebook, page 138.

     Cost: 20     Weight: 2.5 kg     

Although not as compact and convenient as a liquid cable dispenser, syntherope is stronger and more durable. A coil contains 45 meters (30 squares) of syntherope, and unlike liquid cable it is meant to be reused, Syntherope has Strength 30 and can safely support up to 720 kg, and it can be broken with a DC 25 Strength check.

Vacuum Survival Pouch

     Galaxy at War, page 47.

     Cost: 800     Weight: 1 kg     

Carried by spacers of all types, the vacuum survival pouch is a small cylinder typically worn on a character’s belt or harness. In the event of a catastrophic loss of pressure, the vacuum survival pouch atuomatically deploys, enveloping the user in a protective bubble that keeps them alive for a few hours. The Meredex Atmospherics EMS-90 bubble cloak, which is worn as an article of clothing, is one of several variations of this item.
     The vacuum survival pouch is large enough to hold a single Medium creature. It provides sufficient air, heat, and pressure for the creature to survive in hard vacuum for up to 2 hours, but it does not protect against radiation. The material has 2 hit points.

Water Extractor

     Unknown Regions, page 42.

     Cost: 400     Weight: 3.2 kg     

For organic beings, water is a necessity of life. Some worlds have abundant water, but others lack this vital liquid. The water extractor can help beings who find themselves on a dry world. Working like a condensing canteen found in a field kit, the water extractor is a cone-shaped apparatus that attracts water vapor from the air, collecting it in specialized bins at the broad end of the cone. As the water accumulates, contaminants and toxins are filtered out, rendering the water potable. Although the amount of water collected varies depending on the moisture content of the atmosphere, field tests conducted on Tatooine yielded enough water in a period of 16 hours to sustain a humanoid for a full day.
 
  1. 1.0 1.1 1.2 1.3 This item was listed more than once in the books, so it is listed twice here so players and GMs can choose the best option for their game.